Quick answer: Godot 4 load_threaded_get_status returning 0 progress for the duration of a large scene load? Progress reporting depends on resource format; PackedScene reports binary on/off - chunk the load.

Loading a 200MB scene. Progress bar shows 0% forever; jumps to 100% at the end.

Chunk into smaller scenes

Split into 10 sub-scenes loaded sequentially. Progress reports per chunk; smooth bar.

Or use a fake progress

Estimate based on elapsed time. Players prefer a moving bar to a stuck one.

Track per-resource

Load resources individually; PackedScene last. Per-resource progress is informative.

“Progress reporting is per-format. Some formats just don't.”

Loading screen UX is often more important than load time. A moving bar feels faster than a stuck one of equal duration.

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